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Everything posted by MetalMaelstrom
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MetalMaelstrom replied to Zidane's topic in Archive
Hazama would be SSS tier if chains removed primers and fatal countered. /trollface -
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MetalMaelstrom replied to Zidane's topic in Archive
Whiteboywilly needs to change his title to "Moves like Jagi" -
Oh, nevermind, I thought Hungry Coils was Mizuchi. That's eternal coils, my bad.
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Usually Rising Fang (if the move you're referring to is 214D~B) has to counter hit in order for it to combo into anything. You're better off just doing 6D~A>623D>Dash 3C>Hungry Coils, instead of trying to do a risky thing like 214D~B>Hungry Coils right away (if that is what you were trying to say).
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Most people colloquially call it 'cigarette man'.
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Again, think of the curse meter gain. It's much safer for you to block it and risk not being able to counter but only gaining about 20% curse, than to try and FC houtenjin trade, get 40% curse, and possibly drop your combo. Also, your options become better if they jump and barrier. If they jump neutral or forward, you can air-throw. If they jump backwards (assuming the 5D didn't curse you), you can backdash and resume your zoning game. And before you ask "well what if they don't barrier and they just attack in the air?", remember your friends 2C and 5C.
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I have had no success in beating the 6A>2B gatling with houtenjin. It leaves me in blockstun for a bit too long. Edit: Also, you can trade houtenjin for 5D in the 6A>5D gatling, but it's much safer just to block 5D as well (even if it does get you cursed), because you can fatal counter houtenjin or counter with any other move into houtenjin on 5D recovery.
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@Warriorkiller: the best thing to do is muscle-memorize the direction you pressed for the j.7D, and immediately cancel that jump into j.6D. Basically, j.96D where the 9 feels exactly like the 7 you pressed before Jakou.
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There's really not much Arakune can do about 214D~B from most distances. j.D won't hit because of i-frames, neither will party bug. Arakune can fatal 2C it, but that's only if you time it wrong. It stuffs all of his air approaches. The only real answer he has to it is his clouds. Edit: Nevermind, Party Bug totally stuffs it if it's behind him.
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If he dashes forward (assuming he ends up behind you from the teleport) while you're in stance, 214D~A carries you to a safe distance away. Even if you do jump, and he dashes behind you, you could chain out and get back to zoning distance. I'm not sure what you would do if he forward dashes at the end of a pressure string/combo. The advantage will probably be neutral, so there's not much of a clear answer what to do with it other than to continue pressure, backdash yourself, or try and catch him with 3C.
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When does Arakune usually backdash? I just tested out using a ressenga-ended pressure string/midscreen combo and then did backwards j.6D and it caught his backdash. Edit: I suppose you guys are right, though. Either you have to have incredible reaction time or call it out if you want to get an actual hit in. Even then, if you see him backdash, jumping isn't a half bad idea. If he jumps after the backdash, you catch him with j.5D, if he stays on the ground, catch him with j.6D. Either way, it forces him to block.
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When you say 'beat the backdash' do you mean before or after he has teleported? I'm not sure what can catch him before he teleports, but once he's popped back up, j.6D will catch him almost anywhere. Even at point blank, if he backdashes, a jump back j.6D will catch him.
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The guide that was right here has been re-posted. Shazam even kept the humourous little addition at the end. Click the link to see why Mizuchi works during curse! /sarcasm
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Can't you delete the thread yourself?
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MetalMaelstrom replied to Zidane's topic in Archive
@Dusty remember how shitty the forums got when there was speculatory stuff? When BB:CS wasn't out in America yet (retail) and people 'speculated' about Hazama? Or when they announced the DLC characters and people 'speculated' about Valkenhayn? Dare I mention BB general thread and the infamous name Arkrados? -
Silius, most good players will use barrier if they're on their last primer. Barrier blocking in the air is smart anyway. Also, if I'm not mistaken, you can just delay the j.214B in j.214B# because there's a pretty quick tech time if j.C isn't followed up by anything. Then, one of two things could happen if they air-tech (in theory, about to go test this out): 1. They don't block, get hit by it, and you get oki anyway 2. they do block and you break a primer. Edit: Nevermind, you also included low barrier meter to your claims. Still, using 50 heat to break 2 primers in a rather risky manner isn't exactly would I would think of as the best use for meter. Usually you would want to save it up for counter-assault or houtenjin. Plus, characters who have a strong air-to-air game or fast air normals can hit Hazama out of it easily. Edit 2: my claim about j.214B delay was correct, but you have to be rather high up in the air and the timing is rather strict.
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MetalMaelstrom replied to Zidane's topic in Archive
I'm on a quest/campaign to get more people on destructoid jtv chat, article comments, about to do a c-blog, etc. in order to try and expand the bb scene. I'm slowly convincing people, little by little. Seriously, BB:CS is $20 or less on either console (though I recommended ps3 of course because it's tournament standard). -
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MetalMaelstrom replied to Zidane's topic in Archive
I feel like I'm the only one in here who hasn't trolled Dacidbro (the whole sadface thing was quasi-trolling at best). Maybe me not being a troll is why I'm such a sucky Hazama. I still gotta back up Dacidbro cos people on this thread are being fucking vicious towards him. I don't care if he's right or wrong, give the man some breathing room in this pit of snakes. -
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MetalMaelstrom replied to Zidane's topic in Archive
Dacidbro needs to stamp a sadface on his avy, as opposed to 5A. -
Lol, shazam, I mess around with TK hirentotsu in training mode, but aside from being unreliable, it has bad P1 (75).
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If you're close enough (when they're in the air and about 5A distance away), AA 5C>JC>j.C x 5>2C>4D~D>j.B>j.C x 1 or 2>JC>j.C x 5>j.214B will net you 36 heat, deal 2.8k damage, and get you pretty close to the corner from midscreen. Note: Did this combo by counter-hitting Noel's 2D, but it does work on plain anti-air as well. Edit: if you happen to hit-confirm with AA 2C, just do the latter half of the combo. It gains you 25 heat, 2.4k damage. Edit 2: if 5C anti-airs but you're a little bit too far away to follow it up into 2C when you land, here's an alternate route: AA 5C>j.C x 5>623D>dash 3C>236D Heat: 23, Dmg: 2578 keep in mind that the Jakou has to be really quick.
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Basically, nine times out of ten, I'll make myself look like an ass by doing ground 6D which was meant to be a forward jump into immediate j.6D, or I'll jump but end up doing another j.9D. Even when it comes out right, sometimes they'll just tech before j.6D hits them. But you're right, it's irrelevant. I just need to hit training mode ad infinitum 'til I get it right. On topic: Since I do fail at j.6D, does anyone know what the damage is from the zaneiga combo with CH 3C starter?
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@Putin: Finally, someone who knows my pain! I rarely land the 623D>j.6D link, but when I do, the rest is easy. Aforementioned pain is probably self-inflicted seeing as I play on analog.
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Very nice guide. One thing I'd like to add, though, is that 2D~B doesn't have the same effect in the corner/edge of the screen as it does midscreen. I use 4D~D or 6D~D (both immediate) since they never fail to have high parabolic paths. Also, because 2D~B has to fully extend in order to have that effect, it seems like it would be more useful as a positioning thing than an escape tactic. It is nice that 2D~B leaves you at fullscreen distance away, though.
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MetalMaelstrom replied to Zidane's topic in Archive
I'm well aware that it's not an s-tier characteristic, I was just saying that it's another part of his game to consider. I'll back off now since arguing in Hazama general is perilous territory.